It will. But specters are already hard to keep alive especially in nemesis but this is awesome should be better for a 5L than an empower or at least similar. Minion Damage/Burning Damage/Minion Life/Minion Resist I think would be most optimal. Thoughts?

I think if it applied, it would be logical to nerf base Unrighteous Fire damage of a raised Burned Miscreation. And summoners can make up that loss by picking up Minion Damage passives and Minion Damage support gem (neither of them apply to Burned Miscreation currently). Otherwise BMs would be be stupidly OP. Not that I would complain about it as a BM summoner, but I don't think it's good for the game.

So, if I'm getting this right - the skills that are impacted by it are:

Poison arrow - will get extra DoT from projectile and area damage mods (concentrated effect FTW?)

Fire trap - DoT now also possibly works with fire/ele/trap/area damage mods.

Viper strike - works with % melee damage mods(?), as well as having its effectiveness reduced by splash and multistrike gems.

Puncture - not sure if it gets extra buff seeing as it's %-based already... If it does, it will get buffed from physical/projectile (if used with a bow, not 100% sure)/melee (if used iwth a melee weapon) mods.

Righteous fire - possibly gets boosts from fire/area damage. And it doesn't hurt you for more than its listed values.

What do you guys think?

EDIT: This kinda-sorta raises all sorts of questions regarding whether these skills would double-dip on certain mods, seeing as some of those could increase both the initial hit and the DoT, which strength depends on the strength of initial hit...

Currently puncture already 'double dips' for armor reduction, and the dot really doesn't look as strong as advertised. Given a few numbers tweaks I'm not sure it will be too broken double dipping from damage boosts

Righteous fire - possibly gets boosts from fire/spell/area damage... including its own "more" bonus?! And it doesn't hurt you for more than its listed values.

RF wouldn't benefit from its own 'more' bonus, as that's a bonus to spell damage. DoT's are neither spell nor attack damage. However, Concentrated Effect, as well as Increased Burning Damage would both work

I don't see how you could possibly sustain RF without Rise of the Phoenix, which is a shield, not to mention that you'd have to account for RF burning for 90% of your life and 70% of your ES per second.

The Iron Will support gem, and thus Doon Cuebiyari, increase Spell Damage. As it says clearly in the balance notes, DoTs are neither Attack nor Spell damage. Your RF's burn damage will be unaffected by Iron Will.

It works with mines currently, but the cloud dps does not increase (obviously). In conjunction with CE you've got 69% more + 49% more modifiers. If I've calculated it correctly, before any other modifiers are taken into account, just these two support gems would give level 20 PA a 1703dps poison cloud.

Edit: From the post: "For example, "increased fire damage" modifiers will apply to fire damage over time." It seems to me that the dot from fire crits is included in this damage over time buff. If all your increased fire/elemental damage also buff this dot it could be a huge buff to crit fire builds.

This is a functional change to Righteous Fire. Previously this skill did increase the burning damage on you by your increased burning damage modifiers. Increased burning damage will still affect the burning on enemies.

So either I am reading this wrong, or Righteous Fire could really be a strong build now.

Previously a weakness is that your Righteous Fire DPS would be pretty low as you could not afford to increase it without greatly harming yourself. If I am interpreting this change/note correctly, this will no longer be an issue.

I run RF as a secondary damage source now, however, strength stacking with EE and lightning warp dual curse. I should be able to get 8.5k burn / second after this change before resists are taken into effect.

Increased AoE, Fire damage and burning damage nodes along with huge health will allow you to run RF and dish out damage based on your Life pool.

50% of your life isn't amazing with 4K life as it results to around 2K damage, however, if you get the burning and fire nodes as well as inner force nodes you could easily pull of 6K dps with 4K health without worrying about murdering yourself to high damage.

As of 1.0.2, generic modifiers to damage dealt will now apply to damage over time that your character causes. Damage over time is not spell damage, nor attack damage, so modifiers specific to those types will not apply. Non-specific "increased damage" modifiers will apply to damage over time. Type-specific modifiers will apply as well. For example, "increased fire damage" modifiers will apply to fire damage over time.

Modifiers based on how the damage is dealt will apply as appropriate - for example, increased area damage and increased projectile damage will both apply to the poison clouds from Poison Arrow, as it fills an area and is an effect of a projectile.

Viper Strike can be supported by Melee Splash, now that the damage penalty also applies.

Damage conversion does not apply to damage over time.

The changes in this patch apply to most damage over time in the game (i.e. both players and monsters).

One exception is that damage increases will not apply to damage over time that you cause on yourself. For example, having 100% increased damage won't make the chaos damage over time from Blood Rage more powerful.

Note: This is a functional change to Righteous Fire. Previously this skill did increase the burning damage on you by your increased burning damage modifiers. Increased burning damage will still affect the burning on enemies.

Magic, Rare and Unique monsters have a damage bonus built into their rarity - this will now also apply to any damage over time they cause.

On-hit effects do not apply to damage over time.

Edit: link fixed.

This is an auto-generated post. If I've made a mistake please let me know.

So Burning Discharge just got even more powerful? Also, I'm taking a break from maps after the patch is live. DoT guys are already the scariest things out there (undying alchemists, undying incinerators even with 77% fire res, viper strike enemies...) for melee chars like me. I'll just farm library until they're sure they get everything balanced heh.

I think that meant fire damage over time that isn't burn based, such as righteous fire and fire trap? Increased Fire % already affects burn via increasing the initial hit, so I doubt it would double count unless they actually intended to double burn damage across the board.... which is unnecessary.

There isn't any way to further scale adder's touch - it's already 10% of your total damage done with dagger over 2 seconds, so there isn't really anything you could attach an increase to that you can't already.

The real problem with Adder's Touch is that it can't stack, so it's kinda pointless, aside from the entire ring being fairly decent with crit multiplier and other dagger goodies.

Yeah, what exactly is the hit box on that skill? Is it just a visual effect but uses the old animation for hit detection? That would alleviate any p2w whining, but would be quite confusing to the actual user since it would be harder to see exactly where your throws are going/hitting/spinning.

I somewhat agree with the Added Chaos, but read Culling Strike again; at level 20 you gain 22% Increase Damage and since you can get AS and AoE on gear and the Passive Tree while you can't get any Damage for Viperstrike I would always choose the scaling option, hence Increased Chaos Damage (Q Added Chaos) and the Increased Damage (Leveled Culling).

As for the Culling Effect it would work on the initial hit but not on the Dot.

Does this mean that increased fire damage (30% from the skill tree near marauder, for example) affects both the initial damage of a skill AND the ignite damage, from a crit for example? Cause that would be a huge damage increase.

Why would you stand back and do nothing while they slowly die, the point of DOTs is to be able to take other actions while the DOT is ticking, you could in theory just switch to a non DOT ability such as Splash double strike or infernal blow for example and reapply the dot when needed. I'd like to see the math rerun while you weave in a splash doubles strike after you apply the DOTs

Did they do anything to help with the constant disconnects and desync? I'd really like to play more than 5 minutes. I try server hopping, but no luck. Reinstalled, no luck. Opened ports for the game, no luck. Ping results are fine, no packet drops.

No, those already effected EA's burning damage, burning damage is considered a status effect, and not a DoT.

Part of the reason that EA worked in the first place is that fire resistance / fire damage% applies twice.

Edit:

:/

"Burning Damage" means the same thing as "fire damage over time". There is no distinction between the two, we just give fire damage over time a fancy name because it sounds better.

Well i might be wrong. But that apparently leads to double scaling for increased burning damage. Either that or the way inc. burning damage works has been changed, previously it used to be 4 * (1 + inc. burning damage)/3 of the initial hit over x seconds, so i suppose it would make sense for that scaling to be removed and replaced by the new DoT scaling, leading to... Absolutely no end difference for EA/burning discharge, apart from fire% applying twice, which seems to be intended.

It should scale twice from fire damage now, once for the initial hit and once for the burning. I just finalised my AOF Burning Arrow build last week and brought it to lvl 50, so it seems like I bet on the right horse!